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2022-04-22Use Input::push_input for tests plus extra mouse testingPaulb23
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-02Fix various typosluz paz
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-07Move and organize tests into subfoldersAaron Franke
2021-10-30Modify Dictionary::operator== to do real key/value comparison with recursive ↵Emmanuel Leblond
support (and add unittests)
2021-09-20Add remaning code edit unit testsPaulb23
2021-09-01Create framework for testing SignalsPaulb23
2021-09-01Allow unit testing SceneTree OjectsPaulb23
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-01-08Use comma over `<<` operator for all unit test loggingAndrii Doroshenko (Xrayez)
The comma operator should be preferred now according to doctest. Moved macro aliases from `ClassDB` tests to `test_macros.h`, because those are also used in `TextServer` tests.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-21Add unit test for `RandomNumberGenerator`Andrii Doroshenko (Xrayez)
This covers RNG functionality completely. Co-authored-by: @vinayakmtiwari.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-02Register GDScript test tools as test commands to run via command-lineAndrii Doroshenko (Xrayez)
2020-08-02Stringify `Variant` compatible types for doctest outputAndrii Doroshenko (Xrayez)
2020-07-30Hide implementation details of doctest macrosAndrii Doroshenko (Xrayez)
`test_macros.h` is created to provide various macros acting as aliases for doctest macros to work better with Godot internals and conventions. This also makes it accessible for those who'd like to start writing tests in Godot, as most vital information can be put together and documented directly in `test_macros.h` header. Developers are encouraged to include the new `tests/test_macros.h` for writing new tests over `thirdparty/doctest/doctest.h`. Added `TEST_CASE_PENDING("name")` as an alias for `TEST_CASE("name", doctest::skip())` which could be used to mark failing tests for issues yet to be fixed, so as to not affect CI testing results. Added `ERR_PRINT_OFF` and `ERR_PRINT_ON` to control error printing for testing various **expected** failure paths within Godot without polluting the test summary with error messages.